If the user creates two NavArea Blueprints (one in the content folder and the other in a developer folder) if one is inside of a developer folder then it will appear to have no affect when it comes ...
The TSR History Rejection buffer develops a grid-like artifact over translucent, camera-facingplanes. This problem can be mitigated by increasing r.TSR.ShadingRejection.TileOverscan from 3 to 4 with ...
In our Docs page SSR is listed as compatible with mobile here: https://docs.unrealengine.com/latest/INT/Platforms/Mobile/PostProcessEffects/ While testing this doesn't seem to be the case so either ...
Emitter modules that are set to the "High" detail mode are removed when changing the engine scalability settings to "low", but not replaced when setting them back to "Epic." The emitter is updated c ...
The Material Function WorldCoordinate3Way seems to incorrectly perform the Lerps from the axis contributions of the normals. An example is show here, with the left objects using the version that com ...
Came across a few oddities with draw debug. DrawDebugSolidBox ignores the DepthPriority parameter and appears to always draw in World. In the screenshot the sphere is drawn on top of the mesh, the ...
Whenever you have an actor on top of a reflective surface while its moving the reflection will display inaccurately as if the object is moving away or toward the reflective surface. Found in 4.19 C ...
Mouse input is not aligned with the visible cursor when users switch from windowed to fullscreen. Input seems to be located to the left of the visible cursor. This prevents users from accessing any ...
While we suggest using screenpercentage at 25%, it is visible at higher percentages. Video showing the flickering:https://udn.unrealengine.com/s/contentdocument/0694z00000Qw4jPAAR ...
When you have a sphere that is rolling it will never come to a complete stop even at low speeds. It will slow it's speed but never stop. This conversation was discussed with James G and Ori C back ...